The shield and sword are attached to the armature using vertex groups (in Blender) like the axe was, so I don't think it'll generate a new m3a file (I don't know how the exporter handles this). The attack animations fit the new weapon, but I was thinking of replacing the downward 2h swing with a shield stab at some point.
I just downloaded and got everything set up for using Warcraft 3 assets, as per the pinned thread by renee, but I noticed that the Defend ability for footman has an additional audio/visual effect that plays each time you activate it.
It's been a LONG time since I played wc3 and I don't know if that's supposed to be there, but can anyone tell me how to remove it?
Thanks
EDIT: I found the source of what's causing it, which is the Defend Actor, the Defend - AdefCaster actor, and the effect itself is the AdefVisualDummy effect.
Still working on removing. This would be a lot easier if the editor had a complete tree of child objects.
Hook a trigger to the appropriate event. There are at least 2 which might or might not be what you want.
You have an ability cast event. Make sure to specify what stage of casting you want to trigger at as otherwise it will trigger multiple times per cast. There is also attacked which fires when a unit is about to use a weapon effect tree against a victim. Both of these allow you to get the origin and target, even various types of target. The events can also be explicitly targeted at certain weapons or abilities for greater efficiency.
Once you have your trigger thread running when you want it to you can apply your attack and defence roll logic as you want. Use an if statement and add your hit condition.
You can use the catalog natives to look up a unit's weapons damage effect or damage effect tree and apply that if desired. You could also trigger the damage entirely by doing external mathematics, eg a JRPG style damage calculation, and the use the deal damage native to deal the damage.
StarCraft II offers you a lot of standard functionality in the form of data. This probably contrasts Unity which encourages you to write your own data processing systems. For optimum productivity using StarCraft II it is recommended to use a mixture of data providing the standard common functionality with triggers complimenting the data to provide any non standard logic. For example, you can hook a trigger to fire when a certain effect fires, and use that trigger to provide complicated mechanics not possible with data alone such as dealing damage based on the square root of current resource count. One could fire this effect using a standard missile effect from a standard unit weapon and the result is a seamless (from the user point of view) unit attack that deals damage based on the square root of resource count.
This is incredibly helpful, thank you!
I'm still feeling out what can be done with the data module, but tonight I'll fool around with it and see if I can get the basics implemented.
That's what I get for posting before thoroughly researching something. I just looked up a few tutorials on behaviors, and like you said I can probably do this with behaviors and maybe validators(?), I just need to structure it all so that the value of Effect: Chance is based on the attacker's attack attribute and the target's defense attribute, or have it use switch-like behavior and use specific effects for specific enemy targets (e.g orc archers).
What kind of ability are you refering? If it's the "Attack" ability of a unit, then doing this in triggers would definitly cause lag. If it's just an ability that will be used say not more than once or twice per sec max, it could be fine. But all this depends on what is your goal.
What do you mean by attack roll code, is that like heartstone with HP and Attack points?
"If the attack lands" so if the ability hit the target (unit), then the caster will attack the target (once?)
So for what is this going to be used? What should happend other than Unit A cast ability, if it hit Unit B then attack, if not deal no damage? Is the ability you want to create a missile that targets a point on the ground and when it lands it does a search to see if a unit is near-by and does its stuff..?
Yeah it would be the attack ability, each unit would call it for each attack, and there would be a lot of units... =[
By attack roll code I meant DnD style attack rolls, where if the attack roll (e.g if(random(1, 20) > defense)) is successful, then it would cast the unit's attack ability on the target, but from what you said I'm guessing this would be too intensive for the game. Thankfully it's not a deal-breaker for the map I had in mind.
Other than cast an ability, the ability would just be dealing damage to the target unit like normal. The idea would be to add a measure of chance to battles so that more units or higher quality units wouldn't necessarily mean winning.
Programmer here. Most of my engine-related experience is with Unity, so forgive me if some of my terminology is off.
What I want to do is create a custom ability in the editor, which will trigger code that will...
Get references to both the unit using the ability and the target, and
Execute simple attack roll code using attack and defense variables.
If the attack lands, then cast the attacking unit's regular attack ability on the target (so that the engine will automagically handle damage calculations). If it doesn't land, then cast an alternate ability that just uses the attack animation but otherwise does nothing.
I have very little experience using the Starcraft 2 editor, but at a glance it doesn't look like we can add custom fields/values to units in the data module, so if I wanted to give each unit different attack and defense values, then I would have to declare them separately as variables in the trigger editor / in galaxy script. Am I wrong on this point?
A general rundown / input on how I would accomplish this with the SC2 editor would be greatly appreciated.
I've managed to get the 0.6 script working some of the time, but I usually get two or three different errors. I'll post the others once I see them again, but I just got this at the end of an import.
Runtime error: array index must be positive number, got: 0
This looks amazing! When I was watching the gameplay video posted above it appears that some of the models reflect too much light (mainly building rooftops). Besides that it looks sweet.
If have the time and you enjoy making maps/modding, yes. Plus there always seems to be a decent number of open arcade games these days. I personally enjoy it because I get to practice modelling and make maps I want to play at the same time.
I started working on some assets for a WOTR map a couple days ago, and I've been rolling around some ideas for gameplay changes. The most common complaint I read about WOTR and similar maps is that there's no tactical depth, since the game just continually spawns sets of units and the rest is a meat grinder (in which the first team to lose an ally is usually screwed for the rest of the game).
My own ideas:
Players have to build units. What types of units you can get depends on how upgraded your base (e.g Minas Morgul, Edoras) is at the time. Each player will periodically receive resources to be used for making units (e.g minerals for units, vespene for minor structures).
The map will use something similar to an attack and damage roll system, to shake things and make it less of a numbers game. Each unit type will have some simple stats associated with it; armor, defense, damage, and attack. Unit types will receive bonuses and penalties against other specific units types (infantry vs spear/pike infantry, ranged vs large, mechanical vs structure, etc). So for example a gondorian archer will have a higher chance of hitting a large unit, but will also receive a damage penalty, unless it's a critical hit.
Note: These bonuses and penalties won't be significant, except for where it makes sense.
When an ally is defeated or leaves the game, the rest of the players on the team will receive a small boost in resources received each turn. Not enough to account for a lost team member, but enough to encourage people to not drop out.
Heroes will not be stupidly OP. The bonuses they get as they level up will also factor into attack and defense. How many points heroes will receive and how they'll be distributed is something I'll chew through later; they'll also be receiving a somewhat higher than normal defense vs ranged attacks, cause focus fire.
That's all I can think of at the moment. If anyone else has any thoughts, please chip in.
The map will be using WoW units with custom LOTR gear, and the first faction I'm working on is Isengard. Not much is done as of yet, but here are a few WIP screens.
I Also use some HoTS icons took from screenshots (you can find them in my icon packs), can it be considered as porting assets even if they're not the original files?
If the original icons/files themselves aren't available, then it makes it impossible to port them, and so they cannot be construed as such.
As for the rest, I don't believe you have anything to be afraid of SoulFilcher. If the content is made freely available in a dependency for use in the WoL editor, then it isn't ported from HoTS, nor actually HoTS content. I believe this is specifically about curtailing efforts to redistribute assets (models, textures, etc) from the finished HoTS product for others to use in WoL without paying for it.
The coast looks pretty clear from here.
TL;DR Anything made available for use in WoL is WoL content by default; because if you can use it, so can every other WoL player.
Not yet, right now I've been working on content for units, but I'll be beginning work on buildings/doodads/man made cliffs (essentially castle walls, the crenellations will be doodads) soon. I'll be designing them so that they'll fit together as if they're part of one larger structure.
I guess I should have asked if cliffs can be imported into the editor, otherwise this might end of being a colossal waste of time. :P
Could you please explain? Do you mean like the foliage?
With that project, just send a PM to the maker asking for a few hints.
The idea was to edit man made cliffs on the actual terrain model (which you can see in wireframe mode in the editor), but that was before I figured out there are easier ways, like adding in new cliff models.
1. Collision all has to do with shared collision types in the Movement - Collide field of the Units data type. As structures use footprints to determine pathing, you wouls have a challenge to make a gate that can be passed orthogonally by units. I would advise making the upper pathing footprint unpassable by air and the lower one unpassable by ground while units switching between the two are forced using an Issue Order effect to use a Morph ability to change pathing types like a viking. To make flying units mode like ground units, just change their Movement - Mover field.
Ah okay, yeah some of the issues listed in that thread make it impractical for what I have in mind. I guess that dream will have to wait. There is still plenty of other stuff for me to do though, so its not a total loss.
2. Under the Doodad type of Actors data type is a field called Actor - Footprint this determines the pathing over it. You will find it is the same as some of the ramp doodads although only some models allow units to walk over the model as opposed to through it. I would advise attaching your ramp model to another model that can support this feature. Try the Destructable Ramp model.
3.Do you mean change the terrain textures? If so you can do that under the Terrain Textures data type and put it all together under the Terrain Texture Sets data type (can even change creep texture). Doodads can in theory be used instead of terrain but unless it is a very small map you might encounter lag issues if you use too many. Look at this video:
For your working draw bridge, I am the person to ask as I developed the method of animating inanimate composites. All It needs is a morphing unit that changes between two different footprints and has some visuals associated with it. Could even make it auto morph when friendly units are near either end but not when enemy units are.
Nah, the actual geometry of the terrain. I wanted to modify it so that it would incorporate doodads I would add in the editor, but fortunately I won't need to do that if I can use doodads and/or terrain objects (I don't know much about the latter, just discovered them).
Ahh okay, do you have a tutorial, or is it simple to do? I was expecting to have to add a doodad in the same space as the bridge after it lowered (i.e after the morphing animation finished) to allow units to cross the moat, but if that isn't necessary then its even better.
0
The shield and sword are attached to the armature using vertex groups (in Blender) like the axe was, so I don't think it'll generate a new m3a file (I don't know how the exporter handles this). The attack animations fit the new weapon, but I was thinking of replacing the downward 2h swing with a shield stab at some point.
0
A few assets I'm working on for a War of the Ring map. Next I'm going to model his armor.
0
I just downloaded and got everything set up for using Warcraft 3 assets, as per the pinned thread by renee, but I noticed that the Defend ability for footman has an additional audio/visual effect that plays each time you activate it.
It's been a LONG time since I played wc3 and I don't know if that's supposed to be there, but can anyone tell me how to remove it?
Thanks
EDIT: I found the source of what's causing it, which is the Defend Actor, the Defend - AdefCaster actor, and the effect itself is the AdefVisualDummy effect.
Still working on removing. This would be a lot easier if the editor had a complete tree of child objects.
0
0
That's what I get for posting before thoroughly researching something. I just looked up a few tutorials on behaviors, and like you said I can probably do this with behaviors and maybe validators(?), I just need to structure it all so that the value of Effect: Chance is based on the attacker's attack attribute and the target's defense attribute, or have it use switch-like behavior and use specific effects for specific enemy targets (e.g orc archers).
Thanks for your help!
0
0
Programmer here. Most of my engine-related experience is with Unity, so forgive me if some of my terminology is off.
What I want to do is create a custom ability in the editor, which will trigger code that will...
I have very little experience using the Starcraft 2 editor, but at a glance it doesn't look like we can add custom fields/values to units in the data module, so if I wanted to give each unit different attack and defense values, then I would have to declare them separately as variables in the trigger editor / in galaxy script. Am I wrong on this point?
A general rundown / input on how I would accomplish this with the SC2 editor would be greatly appreciated.
0
I've managed to get the 0.6 script working some of the time, but I usually get two or three different errors. I'll post the others once I see them again, but I just got this at the end of an import.
Runtime error: array index must be positive number, got: 0
Then it highlights line 3535 in the code.
0
This looks amazing! When I was watching the gameplay video posted above it appears that some of the models reflect too much light (mainly building rooftops). Besides that it looks sweet.
0
If have the time and you enjoy making maps/modding, yes. Plus there always seems to be a decent number of open arcade games these days. I personally enjoy it because I get to practice modelling and make maps I want to play at the same time.
0
I started working on some assets for a WOTR map a couple days ago, and I've been rolling around some ideas for gameplay changes. The most common complaint I read about WOTR and similar maps is that there's no tactical depth, since the game just continually spawns sets of units and the rest is a meat grinder (in which the first team to lose an ally is usually screwed for the rest of the game).
My own ideas:
Note: These bonuses and penalties won't be significant, except for where it makes sense.
That's all I can think of at the moment. If anyone else has any thoughts, please chip in.
The map will be using WoW units with custom LOTR gear, and the first faction I'm working on is Isengard. Not much is done as of yet, but here are a few WIP screens.
0
If the original icons/files themselves aren't available, then it makes it impossible to port them, and so they cannot be construed as such.
As for the rest, I don't believe you have anything to be afraid of SoulFilcher. If the content is made freely available in a dependency for use in the WoL editor, then it isn't ported from HoTS, nor actually HoTS content. I believe this is specifically about curtailing efforts to redistribute assets (models, textures, etc) from the finished HoTS product for others to use in WoL without paying for it.
The coast looks pretty clear from here.
TL;DR Anything made available for use in WoL is WoL content by default; because if you can use it, so can every other WoL player.
0
Not yet, right now I've been working on content for units, but I'll be beginning work on buildings/doodads/man made cliffs (essentially castle walls, the crenellations will be doodads) soon. I'll be designing them so that they'll fit together as if they're part of one larger structure.
I guess I should have asked if cliffs can be imported into the editor, otherwise this might end of being a colossal waste of time. :P
0
The idea was to edit man made cliffs on the actual terrain model (which you can see in wireframe mode in the editor), but that was before I figured out there are easier ways, like adding in new cliff models.
0
Ah okay, yeah some of the issues listed in that thread make it impractical for what I have in mind. I guess that dream will have to wait. There is still plenty of other stuff for me to do though, so its not a total loss.
Thanks! This will definitely help.
Nah, the actual geometry of the terrain. I wanted to modify it so that it would incorporate doodads I would add in the editor, but fortunately I won't need to do that if I can use doodads and/or terrain objects (I don't know much about the latter, just discovered them).
Ahh okay, do you have a tutorial, or is it simple to do? I was expecting to have to add a doodad in the same space as the bridge after it lowered (i.e after the morphing animation finished) to allow units to cross the moat, but if that isn't necessary then its even better.